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Behavior Trees for Computer Games

机译:计算机游戏的行为树

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Although a Finite State Machine (FSM) is easy to implement the behaviors of None Player Characters (NPC) in computer games, it is difficult to maintain and control the behaviors with increasing the number of states. Alternatively, Behavior Tree (BT), which is a tree of hierarchical nodes to control the flow of decision making, is widely used in computer games to address the scalability issues. This paper reviews the structure and semantics of BTs in computer games. Different techniques to automatically learn and build BTs as well as strengths and weaknesses of these techniques are discussed. This paper provides a taxonomy of BT features and shows to what extent these features are taken into account in computer games. Finally, the paper shows how BTs are used in practice in the gaming industry.
机译:虽然有限状态机 (FSM) 很容易实现计算机游戏中无玩家角色 (NPC) 的行为,但随着状态数量的增加,很难维护和控制这些行为。另外,行为树 (BT) 是用于控制决策流程的分层节点树,在计算机游戏中被广泛用于解决可伸缩性问题。本文综述了计算机游戏中BT的结构和语义。讨论了自动学习和构建 BT 的不同技术以及这些技术的优缺点。本文提供了BT特征的分类法,并展示了这些特征在计算机游戏中被考虑的程度。最后,本文展示了BT在游戏行业的实践中的应用。

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